C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

So game still a bit to easy what can be done to improve the difficulty? Let's think about...

First, is nightmare difficulty increasing the AI research?

Second is the AI in the latest svn mod version harder then on 11238 ?

So when you conquer a big city early it will pump you forward in research of all other civs for ever or a long time, how can that be done better?

1. I can build in some land obstacles that the gamer only cant go to other continents only if he has ships, like the panama chanel, that will limit the possibility to conquer to much citys to early, but that is already hard by maintenance cost but 2 large citys conquered near you will be enouth to get you far ahead of the AI in research.

2. Palace building of capital city +500% defense, will make the capital city only conquerable later in game, but will still allow early warfare on newly founded citys, but the large capital citys cant be destroyed or conquered to early.

3. Make it not possible to conquer citys at all, make it possible to only destroy them, so you cant harvest other civs for civilian captures and increase your own population so much with them. And you have to build all citys by your self.

So i think best is to add the option "Always raze citys" or any better idears to make the game harder and the AI more competitive?

So as there is no such an option to be not able to conquer citys only destroy them how fast can you build in such an option? That will allow full early wars but not make the gamer overpowerd to easy against other AI civs. Will make the game much harder and will let the AI stay competitive.

Also i may add some natural obstacles to the map maybe...
I will soon be working on the AI to improve its combat and strategic unit usage and decisionmaking.
 
I will soon be working on the AI to improve its combat and strategic unit usage and decisionmaking.

Give a option "Always raze citys" asap i want to start a new game. :goodjob: Can you build it in fast?

Good option for ultra hard games. Like if a city is conquered = Automatically razed.
 
So game still a bit to easy what can be done to improve the difficulty? Let's think about...

First, is nightmare difficulty increasing the AI research?

Second is the AI in the latest svn mod version harder then on 11238 ?

So when you conquer a big city early it will pump you forward in research of all other civs for ever or a long time, how can that be done better?

1. I can build in some land obstacles that the gamer only cant go to other continents only if he has ships, like the panama chanel, that will limit the possibility to conquer to much citys to early, but that is already hard by maintenance cost but 2 large citys conquered near you will be enouth to get you far ahead of the AI in research.

2. Palace building of capital city +500% defense, will make the capital city only conquerable later in game, but will still allow early warfare on newly founded citys, but the large capital citys cant be destroyed or conquered to early.

3. Make it not possible to conquer citys at all, make it possible to only destroy them, so you cant harvest other civs for civilian captures and increase your own population so much with them. And you have to build all citys by your self.

So i think best is to add a option "Always raze citys" or any better idears to make the game harder and the AI more competitive?

So as there is no such an option to be not able to conquer citys only destroy them how fast can you build in such an option? That will allow full early wars but not make the gamer overpowerd to easy against other AI civs. Will make the game much harder and will let the AI stay competitive.

Also i may add some natural obstacles to the map maybe...

Give a option "Always raze citys" asap i want to start a new game. :goodjob:
It is much better now as AI will improve land correctly, and value buildings correctly now.
This means much higher productivity :D
 
It is much better now as AI will improve land correctly, and value buildings correctly now.
This means much higher productivity :D

On SVN 11238 AI did that already good, i really need this option, that will rock:

Build in a option "Always raze citys" Good option for ultra hard games. Like if a city is conquered = Automatically razed. Not to hard to build it in or?

Edit: Maybe "Barbarians always raze" can be copyed and set to the gamer and the AI.

So early warfare can be provitable, you can destroy enemys, loot and get a few civilian captures but not large citys that overpower the gamer to easy.

And is nightmare giving the AI more research?
 
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While I usually play in the OPPOSITE direction (I only expand BY conquering other cities), I totally agree that we need that option for CHALLENGES.

I disagree with "adding more obstacles", since it wouldn't do much, once you can build even the most primitive boats.
All you need would be a coastal city close enough, and then you are in an ADVANTAGE, because AI would be too stupid to realize it can boat-invade you, whereas you WOULD be abusing it.
 
While I usually play in the OPPOSITE direction (I only expand BY conquering other cities), I totally agree that we need that option for CHALLENGES.

I disagree with "adding more obstacles", since it wouldn't do much, once you can build even the most primitive boats.
All you need would be a coastal city close enough, and then you are in an ADVANTAGE, because AI would be too stupid to realize it can boat-invade you, whereas you WOULD be abusing it.

As i rememmber AI is good on naval invasions. Some natural obstacles like panama and suez channel will give the AI bit more time to develope before they can be reached. You can go there with ships later, yes but they got some more time and you only can attack later when you have the ships tech.

And that meens you can only go there to destroy them when you have ships and the AI will be grown strong then and not easy to do it.
 
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upload_2022-5-13_10-45-51.png
 
Not using firefox on this system - used to but work is all google-centric now. Literally don't even have it onboard and don't care to complicate things more by getting it (I've become more selective about cluttering my system with stuff too.)
 
That one's working.

The las vegas stuff isnt online there yet, 250 mil views on the main channel this new channel 20 mil views so they will expand it.

Ok, i have to decide now to continue my current long game or start a new game, can the option "Always raze citys" build in this weekend or in the next days or not? (As said should be not to hard, barbarians always raze option should be able to be copyed and adapted)

Also i will update the UEM map before starting a new game, so i need to know should i better remove space from the map because multimap is comming up or should i keep space on the map because the multimap project cant be done???
 
The las vegas stuff isnt online there yet, 250 mil views on the main channel this new channel 20 mil views so they will expand it.

Ok, i have to decide now to continue my current long game or start a new game, can the option "Always raze citys" build in this weekend or in the next days or not? (As said should be not to hard, barbarians always raze option should be able to be copyed and adapted)

Also i will update the UEM map before starting a new game, so i need to know should i better remove space from the map because multimap is comming up or should i keep space on the map because the multimap project cant be done???
You will be made very aware when we have multimaps done or even about to be. Yes, we're moving in that direction but it's very slow. A lot of AI is going to be needed.
 
You will be made very aware when we have multimaps done or even about to be. Yes, we're moving in that direction but it's very slow. A lot of AI is going to be needed.

So keep space on map or better remove it? As there is no space AI now i tend to remove it and stop the research after atomic era or so for the map for now. Any points to keep space on the UEM map?
 
As there is no space AI now i tend to remove it and stop the research after atomic era or so for the map for now
I can't tell you what to do - maybe make a few versions for the differing desires of the audience, but this is where I am with the game itself currently.
 
I can't tell you what to do - maybe make a few versions for the differing desires of the audience, but this is where I am with the game itself currently.
THIS.
Let's just have one map with Space and one without it, but otherwise identical.
Why is this a question, though?
 
I can't tell you what to do - maybe make a few versions for the differing desires of the audience, but this is where I am with the game itself currently.

Well i have to less informations to consider it correctly, i think about to increase the size of the earth map as it is working then i can redesign some continents and landmasses better and much more, will multimap work as one map or will it reset all of ram and load a new map for a new turn for another map? How is RAM multimap usage? And so on, so i think i will not update at all until multimap is finished. I dont know exactly if it will ever come, so i would keep space on the map, if multipmap comes then i have to remove it. So i keep it the way it is for now until some real progress on multimap is done better i think.

But you can tell can you build in a option "Always raze citys" in the next days or not? Then i will maybe increase difficulty and update to latest svn and start a new game, if not i will continue my current long game...

Btw is there a way to increase the difficulty on a running savegame to nightmare? Maybe "Increasing difficulty" option can be set in WB may work on a savegame if it is saved and restarted as scenario or is that known not to work?

Also will it help the AI if the AI is set from noble to lower difficulty levels in scenario file?

THIS.
Let's just have one map with Space and one without it, but otherwise identical.
Why is this a question, though?

UEM 5.1 will stay as it is with space on one map, but UEM 5.2 resize and update is a lot of work and i dont want to do it two times, so i have to know how to go forward for multimpap and it would be better to know when multimap will come into the mod or maybe a period of time.
 
But you can tell can you build in a option "Always raze citys" in the next days or not?
It's not an option I care about. I'd always have it off for any game I played because I think it makes the AI stupid and would invite a lot of wonder destruction. Barbs always raze is bad enough in my opinion so I'm not really inspired on that one. It wouldn't be too hard if someone wanted to do it but I've got other fish frying at the moment.

How is RAM multimap usage?
No idea right now. It's a big question though and I'm curious to see how it will go in regards to that.

Also will it help the AI if the AI is set from noble to lower difficulty levels in scenario file?
AI does not play different based on diff setting if that's the question.
 
Tried editing 5.1 to be the same format as 4.1.
Realized why smart people put their Space to the RIGHT of the Earth map, loool.
This will be AWFUL, if I want to make that edit BY HAND.
Which I see that I WON'T, because it's too annoyingly HARD.
So, we'll have to wait for 5.2 for a non-Space map, I guess.
Bummer...
 
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